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Wormhole information summary

There is an awful lot of Wormhole (WH) information out there, spread around the interwebz. For my own use, I wanted to collate it into one place, and if people want to contribute, feel free.

Updates:

27/4/09- added Sleeper ship info
20/7/09- added link to Massively article

How do I scan using the new system?:

The new probing system is quite an overhaul from the old system, and makes it less confusing for newcomers to scanning to get out there and start. With the probes able to warp themselves, and able to change scan ranges, it means less fussing around with different types.

There are a few scanning guides out there, the Wiki guide being pretty good for starters. Pay close attention to this, it has some pearls of wisdom. I would advise, if you’re a newbie to scanning, to use an Expanded Probe Launcher- these are heavy on CPU, but can use Core Probes, Combat Probes and Deep Space Probes. The other choice is a Core Probe Launcher, but these can only use Core Probes- however they are very light on fitting requirements.

Core Probes can only be used for scanning down sites, min/ max range of 0.25/ 32au.

Combat Probes can be used for starships, structures and drones, while also delivering the baseline exploration capabilities of the Core Probe. Min/ max range of 0.5/ 64au

Deep Space Probes have the highest range, min/ max range of 2/ 256au, and can scan for everything, but with a weaker signal.

Types of probe hit:

Cosmic Anomaly: combat sites (100% scannable with one probe or onboard scanner- best avoided, easy for you to be found, and not much reward)

Cosmic Signature:
Grav = asteroid belts, variety of high/low/0.0 sec asteroids
Radar = hacking (decryptors, interfaces, R.A.M modules and BPCs for T3 – Codebreaker needed)
Magnetometric = archaeology/ salvage (relics for T3 reverse engineering- Analyzer needed)
Ladar = gas cloud (fullerene for T3 building)
Unknown = combat or wormhole

Types of complex:
Perimeter (tiers 1 & 2?)
- checkpoint
- hangar
- camp
- ambush point

Frontier (tiers 3 & 4?)
- command
- barracks
- outpost
- fortification

Core (tiers 5 & 6?)
- garrison
- stronghold
- bastion
- citadel

Wormhole map

(The map this text refers to is here.  The text comes from here.)

First off, when you right click on a wormhole on the k space side of things, it’ll tell you “this leads to unknown space” (class 1, 2, 3) “this leads to dangerous unknown space” (class 4, 5) or “this leads to deadly unknown space” (class 6)

Now, we start to utilize the map more(link above)
Class 1 is the easiest, and Class 6 is the hardest.
It also seems, that reading from left to right, it goes from easiest to hardest (basically an “A” wormhole will be easier than a “Z” wormhole in the same class)

From here, you can see the general difficulty of a W space before even entering it, by comparing the number, “W237″ for example, with the table given. While it is difficult at this level to measure “difficulty” in a figurative sense, it still gives us an idea.

K162 Wormholes seem to be wormholes that lead back to a previously known location. So if you are going from W space to W space, the gate back will be labeled K162, for example. If you are going from W space to High Sec, it will be labeled K162 on the High sec side, basically letting you know, someone has probed it from the other side.

Now, we pretty much know the difficulty of any wormhole we are about to enter, more or less. Onto the next part, Class 7, 8, 9. This is by chance incredibly easier. Class 7, 8, 9 wormholes are wormholes that lead OUT of W space and into K space.

Class 7 leads to highsec
Class 8 leads to lowsec
Class 9 leads to 0.0

This table shows details on the WH based on the yxxx name (eg. where it leads, mass allowed per ship and over lifetime etc.)

This table is a quick reference showing what the W-space you are in actually is.

Scanning down WHs

People used to have trouble, once in WHs, to scan down an exit WH due to the high amount of Cosmic Signatures in the WH, and the lack of an ability to filter out any sites already scanned down. CCP added unique IDs for each signature found, and the ability to ignore them once you were done with it, or have no interest in it. To do this, just right click and choose ‘ignore’. You can unignore all ignored sites in the same way, but choose ‘unignore’ instead.

This table may help (3rd post down). It shows the approximate, unmodified %age signal strength. WHs are strength 10, or so it is believed.

Wormhole ‘effects’

(The table comes from here.)

Some WHs will affect your ship- either positively or negatively. The following table shows that information- click on each name for a screenshot of the effect

| Pulsar          |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|-----------------+------+------+------+------+------+-------|
| Shield          | +25% | +44% | +55% | +68% | +85% | +100% |
| Armor Resists   | -10% | -18% | -22% | -27% | -34% |  -50% |
| Cap recharge    | -10% | -19% | -27% | -34% | -41% |  -50% |
| Targeting range | +25% | +44% | +55% | +68% | +85% | +100% |
| Signature       | +25% | +44% | +55% | +68% | +85% | +100% |

| Black Hole          |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|---------------------+------+------+------+------+------+-------|
| Missile velocity    | -10% | -19% | -27% | -34% | -41% |  -50% |
| Ship velocity       | +25% | +44% | +55% | +68% | +85% | +100% |
| Drone control range | -10% | -19% | -27% | -34% | -41% |  -50% |
| Inertia             | +25% | +44% | +55% | +68% | +85% | +100% |
| Lock Range          | -10% | -19% | -27% | -34% | -41% |  -50% |
| Falloff             | -10% | -19% | -27% | -34% | -41% |  -50% |

| Cataclysmic Variable   |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|------------------------+------+------+------+------+------+-------|
| Repair amount          | -10% | -19% | -27% | -34% | -41% |  -50% |
| Shield transfer amount | -10% | -19% | -27% | -34% | -41% |  -50% |
| Shield repair          | +25% | +44% | +55% | +68% | +85% | +100% |
| Remote repair          | +25% | +44% | +55% | +68% | +85% | +100% |
| Capacitor capacity     | +25% | +44% | +55% | +68% | +85% | +100% |
| Capacitor recharge     | +25% | +44% | +55% | +68% | +85% | +100% |

| Magnetar        |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|-----------------+------+------+------+------+------+-------|
| ECM eff.        | +25% | +44% | +55% | +68% | +85% | +100% |
| TP eff.         | +25% | +44% | +55% | +68% | +85% | +100% |
| Damp eff.       | +25% | +44% | +55% | +68% | +85% | +100% |
| TD eff.         | +25% | +44% | +55% | +68% | +85% | +100% |
| Damage          | +25% | +44% | +55% | +68% | +85% | +100% |
| AOE Velocity    | -10% | -19% | -27% | -34% | -41% |  -50% |
| Drone Velocity  | -10% | -19% | -27% | -34% | -41% |  -50% |
| Targeting Range | -10% | -19% | -27% | -34% | -41% |  -50% |
| Tracking Speed  | -10% | -19% | -27% | -34% | -41% |  -50% |

| Red Giant         |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|-------------------+------+------+------+------+------+-------|
| Heat Damage       | +10% | +18% | +22% | +27% | +34% |  +50% |
| Overload Bonus    | +25% | +44% | +55% | +68% | +85% | +100% |
| Smart Bomb Range  | +25% | +44% | +55% | +68% | +85% | +100% |
| Smart Bomb Damage | +25% | +44% | +55% | +68% | +85% | +100% |

| Wolf Rayet          |  C 1 |  C 2 |  C 3 |  C 4 |  C 5 |   C 6 |
|---------------------+------+------+------+------+------+-------|
| Armor Resist        | +10% | +18% | +22% | +27% | +34% |  +50% |
| Shield Resist       | -10% | -18% | -22% | -27% | -34% |  -50% |
| Small Weapon Damage | +25% | +44% | +55% | +68% | +85% | +100% |
| Signature Size      | -10% | -19% | -27% | -34% | -41% |  -50% |

OK, so how do you know whether you’re in a Pulsar, Black Hole, Cataclysmic Variable, Magnetar, Red Giant or Wolf Rayet system? Well, when you arrive in the system, you’ll get a message “Local spatial phenomena may cause strange effects on your ship systems.”, so you’ll know one of these is in effect. In space, you’ll see a weird “cosmic body”, which is one of the above. Example.  On this excellent site, you can search for a WH system, and it’ll tell you what the “cosmic body” is, and then you can reference the table above for the effects.

I have collected screenshots of the effects, here.

Sleeper ships

Sleeper ships are as follows (from this thread):

Frigs - ‘Emergent’
Cruisers – ‘Awakened’
Battleship – ‘Sleepless’

Emergent:
- Escort
- Patroller
- Watchman
- Outguard

- Defender
- Preserver (Scrambler)
- Upholder (Repper)
- Safeguard

- Warden (Scrambler/ Webber)
- Sentinel (Scrambler/ Webber)
- Guardian
- Keeper (Repper)

Awakened:
- Escort
- Patroller
- Watchman
- Outguard

- Defender
- Preserver (Repper)
- Upholder (Nos/ Webber)
- Safeguard

- Warden (Repper)
- Sentinel (Webber)
- Guardian
- Keeper (Scram/ Webber)

Sleepless:
- Escort
- Patroller
- Watchman
- Outguard

- Defender (Webber)
- Preserver (Repper)
- Upholder
- Safeguard (Scrambler)

- Warden (Repper)
- Sentinel
- Guardian
- Keeper (Sniper)

For a great article on Wormholes and their secrets, this is a great read. It does contain information that some may consider ‘spoilers’, so reader discretion is advised.

5 Responses to “Wormhole information summary”

  1. Hey I love your use of the photos! You did add Lightbox and got it to work :D

    One thing now you should add is the comment follow up plugin, that way I know when to check back!

  2. Thanks, I did somehow get it working….I just gave up with it and it seemed to work after a while!!

    Are you talking about RealDebate (or whatever it’s called that Mynxee uses)? Or just a standard WP plugin?

  3. Nah, its just the standard. WP.com implemented in all their themes, but it is available as a standalone plugin.

    It is here: http://txfx.net/code/wordpress/subscribe-to-comments/

    And as an example, that is what I use and see how long it took me to check back at this? With notifications I’ll be back the same day :P

  4. great pix!

  5. great guide thanks

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